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* Random Weather & Weather Consequences Generation<br>
<br>
1) Select Season<br>
Spring, Summer, Fall, Winter<br>
<br>
2) Determine Basic Weather Conditions<br>
Roll D100<br>
<br>
Spring Summer
Fall Winter<br>
Clear/Sunny
01-35 01-40
01-30 01-20<br>
Partly Cloudy
36-55 41-60
31-50 21-40<br>
Cloudy
56-75 61-80
51-75 41-60<br>
Overcast
76-100 81-100
76-100 61-100<br>
<br>
3) Select Terrain Party is in<br>
Forest, Hills, Plains, Underground,
Desert, Jungle, Mountain,<br>
Swamp, Badlands, Waterways (Lake,
River, Sea), Ocean, Tundra,<br>
<br>
Other possible Terrain
considerations -<br>
City - Should select terrain o
surrounding area<br>
Upper World - May be
variable terrain depending on region<br>
Lower World - Up to
Referee<br>
Volcano - Can create their own weather
systems<br>
Aerial - Only in Air could use terrain
below for factors<br>
<br>
4) Determine Temperature Range<br>
<br>
Basic Temperature<br>
Terrain
Spring Summer
Fall Winter<br>
Aerial
TT*
TT* TT*
TT*<br>
Desert
50-100 60-120
50-110 40-100<br>
Badlands
40-90 60-110
50-100 40-90<br>
Jungle
60-90 70-110
60-100 60-90<br>
Forest
60-80 70-90
60-80 50-70<br>
Mountain
30-80* 60-100* 30-90*
20-80*<br>
Hills
40-80 60-90
40-80 30-70<br>
Swamp
50-80 70-100
60-90 50-80<br>
Plains
40-80 60-100
50-90 40-80<br>
Underground
30-80 60-110*
50-90 30-80<br>
Waterways
50-70* 60-90*
60-80* 50-70*<br>
Ocean
30-70* 60-100*
60-80 30-70*<br>
Tundra/Glacier 0-60
10-70 0-60 -20-50<br>
Volcano
60-110 70-130
60-120 60-110<br>
<br>
These are only Base Range figures
they could be less or<br>
more. Modifiers to basic
temperature include Wind and<br>
Weather conditions (or example sleet
and rain can<br>
decrease temperature slightly
overall).<br>
<br>
Note:<br>
Aerial - Use terrain
under the air directly but for every 500<br>
feet going
up decrease temperature by 1 degree.<br>
Mountain - Same system
for Aerial as the mountain climbs up<br>
in height
temperature would decrease.<br>
Waterways - Wind can
affect the temperature here. A good<br>
rule o thumb
is for Wind / 10 mph is minus 1 to overall<br>
temperature.<br>
Ocean - Same for
Waterways but no terrain adjustments like<br>
nearby
mountains or such to affect the wind so its flat<br>
sun and wind
effects.<br>
<br>
Time Modification:<br>
Time of day can
determine the temperature. At noon the<br>
hottest temperature
should be given but at sunrise or<br>
sunset near the lowest
and midnight could be the coldest<br>
if need be. This
varies however by how far north or<br>
south a nation is.
This high and low point in temperature<br>
can vary. In some
places the hottest is 2 hours after noon<br>
and lowest 2 hours after
midnight. So the hot and low<br>
ranges can vary and
should be determined by the Referee.<br>
<br>
For example: Party is in
the mountain during Winter.<br>
They are 5000 feet up
(-10 to average temperature).<br>
At noon the temperature
could be as hot as 80-10=70<br>
ro as cold as 20-10=10
near midnight. This is a 60<br>
degree range so at
sunrise or sunset the median o<br>
(60/2=30) 20+30=50
degrees at that time period.<br>
<br>
Using time can determine
the base temperature or you<br>
can roll using the range
in dice. In the above<br>
example its a range of
60 degrees so a D60 (D100-40,<br>
where negatives are 0 or
1). So on a D60 a roll o<br>
33 would be 20+33=53
degrees at that time.<br>
<br>
Global Variance - <br>
Where the party is in
terms of the globe can determine<br>
base temperatures as
well. Further south near the<br>
equator the hotter it
will tend to be but further north<br>
near the arctic areas
it'll be more cooler. A good rule<br>
of thumb is per 20 hexes
(or whatever Referee chooses) -5<br>
to basic climate
temperature.<br>
<br>
5) Determine Specific Weather<br>
Roll D100.<br>
<br>
The number of rolls and when to make
them is up to the Referee.<br>
But it would depend on how long the
party is going to be in<br>
the terrain. If they are
moving through it then only 1 roll<br>
may be needed for that day otherwise
they are camping maybe<br>
1 every few hours. A good rule
of thumb is 1 roll per stragetic<br>
turn (12 hours). <br>
<br>
Note: Where a chart lists
Sunny/Clear yet the chart shows<br>
non-clear effects like Rain this
means that at that time<br>
there is enough clouds roll in to
create rain then become<br>
clear again. The Sunny/Clear
chart tends to be (unless<br>
stated otherwise) the basic default
chart. <br>
<br>
A) Aerial Weather <br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-40
01-30 01-30<br>
Low Winds 31-50
41-50 31-40 21-30<br>
Medium Winds 51-69
51-60 41-69 31-40<br>
High Winds 70-80
61-70 70-80 41-60<br>
Extreme Winds 81-100 71-100
81-100 61-100<br>
<br>
Partly Cloudy,
Cloudy, Overcast - <br>
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-20<br>
Fog
31-40 31-35
31-40 21-30<br>
Hail
41-50 36-45
41-50 31-40<br>
Sleet
51-60 46-49
51-60 41-50<br>
Rain
61-69 50-69
61-70 51-60<br>
Storm
70-97 70-100 71-80
61-70<br>
Snow
98-100
- 81-100 71-100<br>
<br>
Aerial Modifiers
-<br>
Elevation - Per 500 feet a +1 can be added to the<br>
roll to reflect more ice/snow effects. <br>
<br>
Optional Modifiers
-<br>
Sunny/Clear - None<br>
Partly
Cloudy - +10<br>
Cloudy - +20<br>
Overcast - +30<br>
This reflects that
as the cloud cover increases the likelihood<br>
of more severe
weather is apparent (like snow or storms). <br>
<br>
Example: Wizard
flies in the sky over forest during summer<br>
while it is partly
cloudy. The base temperature range is<br>
70-90. The
wizard is flying at 2000 feet through his eagle<br>
shape changing
ability. This gives a -4 to base temperature<br>
thus 66-86 is the
new range. First hour the Referee rolls a<br>
47 which is
Sleet. The eagle enters a fast sleet storm with<br>
hail and minor
rain. The Referee could have added +10 modifier<br>
to make it 57
making it only a Rain storm. <br>
<br>
B) Desert Weather<br>
<br>
Deserts tend to
have different basic weather conditions<br>
due to their
heat. If you feel you need to change<br>
it a suggested new
chart would be:<br>
<br>
Spring Summer
Fall Winter<br>
Clear/Sunny 01-69
01-69 01-69
01-69<br>
Partly
Cloudy 70-89
70-89 70-89
70-89<br>
Cloudy
90-97 90-99
90-97 90-96<br>
Overcast
98-100 99-100
98-100 97-100<br>
<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-40
01-30 01-30<br>
Fog
31-32
41 31-32
31-33<br>
Haze
33-85 42-62
33-74 34-85<br>
Dust Storm 86-91
63-75 75-85 86-91<br>
Drizzle
92-96 76-86
86-93 92-96<br>
Rain
97-99 87-94
94-97 97-99<br>
Storm
100 95-100
98-100 100<br>
<br>
Partly
Cloudy - Use Sunny/Clear +10 to Roll<br>
Cloudy - Use Sunny/Clear
+20 to Roll<br>
Overcast - Use Sunny/Clear +30 to
roll <br>
<br>
Optional - Drought
Conditions in the desert increase as<br>
the heat
increases. Local riverbeds and animal drinking<br>
spots will shrink
up to almost nothingness.<br>
Spring Summer Fall
Winter<br>
Drought Chance 30%
60% 50%
40%<br>
If there is a
drought in the area the amount of decrease<br>
of a water source
is as follows:<br>
Spring Summer Fall
Winter<br>
Water Decrease 15%
80% 60%
30%<br>
To this figure you
add 2D10 and add to the percentage above<br>
then roll
D100. This determines the level of shrinkage.<br>
<br>
Example: Its
summer in the great desert. There is a 60%<br>
chance o a
drought, the GM rolls 54 so a drought will<br>
exist in that
hex. He rolls 2D10 and gets 7. So the<br>
riverbed they are
near has shrunk by 87%. The river<br>
once 15 feet wide
in winter times from the mountain ice<br>
melting is now
only 2 feet wide. <br>
<br>
C) Badlands Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-40
01-30 01-30<br>
Fog
31-36 41-45
31-39 31-38<br>
Haze
37-43 46-55
40-49 39-42<br>
Wind Storm 44-54
56-65 50-64 43-69<br>
Dust Storm 55-63
66-75 64-74 70-73<br>
Drizzle
64-73 76-80
75-84 74-84<br>
Hail
74-83 81-85
85-89 85-89<br>
Rain
84-94 86-94
90-94 90-94<br>
Storm
95-100 95-100 95-100
95-100<br>
<br>
Partly
Cloudy - Use Sunny/Clear +5 to Roll<br>
Cloudy - Use Sunny/Clear
+10 to Roll<br>
Overcast - Use Sunny/Clear +15 to
roll <br>
<br>
Optional -
Badlands that have alot of cliffs and ledges<br>
can cause
unpredictable situations. To simulate these<br>
effects you can
use the following table (d100, every<br>
5 miles in
badlands):<br>
No Surprises 01-59<br>
Quicksand
60-69<br>
Unexpected Ravine 70-79<br>
Rockslide
80-89<br>
Heavy Avalanche 90-99<br>
Earthquake 100<br>
<br>
D) Jungle Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-40<br>
Fog
31-32 31-33
31-35 41-50<br>
Haze
33-35 34-35
36-40 51-55<br>
Drizzle
36-64 36-59
41-64 56-74<br>
Hail
65-69 60-64
65-69 75-79<br>
Rain
70-84 65-79
70-84 80-89<br>
Storm
85-89 80-94
85-95 90-97<br>
Flood
90-98 95-96
96-97 98<br>
Fire
98-100 97-100 98-100
99-100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
Optional: If a
Thunderstorm exists over a jungle the<br>
chance of a fire
increases. Per 10 lightning strikes<br>
there is a 1%
chance of fire. This is a cumlative<br>
effect.
These strikes must hit the ground not be<br>
aerial to be
included in this factor.<br>
<br>
Optional: If there
is a Thunderstorm and it lasts<br>
for hours (or
longer) there is a good chance of mudslides<br>
in flood like
conditions. For every hour the storm<br>
remains in the
area +10% (cumulative). Example -<br>
a storm that lasts
4 hours has a 40% chance of<br>
mudslides.
Keep in mind a flat jungle has less chance<br>
of mud slides but
creates insense mud on the ground<br>
compared to
jungles that are elevated like on side<br>
of
mountains. <br>
<br>
Example: The party
is camping in a dense jungle that is<br>
over 400 square
miles. It is cloudy though the party<br>
barely notices
over the tree canopy. It is spring and<br>
the GM rolls 47
and gets a +20 Modifier to 67 which<br>
makes Hail get on
the scene and bombard the jungle.<br>
Luckily in this
case the canopy blocks most of the hail.<br>
<br>
E) Forest Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-40<br>
Fog
31-33 31-32
31-35 41-50<br>
Haze
34-37 33-35
36-37 51-53<br>
Drizzle
38-48 36-50
38-50 54-60<br>
Hail
49-59 51-64
51-63 61-69<br>
Rain
60-71 65-79
64-76 70-78<br>
Storm
72-83 80-92
77-89 79-84<br>
Sleet
84-89 93-95
90-92 85-90<br>
Flood
90-94 95-96
93-94 91<br>
Fire
95-97 97-100 95-96
92<br>
Snow
98-99
- 97-100 93-96<br>
Blizzard
100
-
- 97-100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
Optional: If the
forest is elevated like on ridges,<br>
mountains or
cliffs then there is a slight chance<br>
the party can
encounter hollows in the forest. These<br>
are hidden (hard
to see) pits of various sizes hidden<br>
by the
undergrowth. It is possible those finding<br>
such a hollow can
fall in. If it is a flat forest<br>
then there is no
chance of such a hollow. Per 5<br>
miles of forest
traveled in such elevated conditions<br>
there is a 10%
chance of encountering a hollow. Such<br>
a pit could be
quite dangerous. The size, depth and<br>
width of the
hollow is up to the Referee. But a good<br>
rule of thumb
might be 2D10 feet for all 3. Falls<br>
could occur.
If there is a hollow there is a 10% chance<br>
it is already
occupied by some animal or animal remains.<br>
<br>
F) Mountain Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-40
01-30 01-30<br>
Wind Storm 31-37
41-50 31-40 31-37<br>
Fog
38-44 51-53
41-45 38-42<br>
Haze
45-49 54-60
46-50 43-45<br>
Drizzle
50-64 61-70
51-60 45-59<br>
Hail
65-69 71-80
61-70 60-69<br>
Rain
70-79 81-90
71-80 70-79<br>
Storm
80-85 91-97
81-90 80-85<br>
Sleet
85-91 98-99
91-95 85-94<br>
Flood
92-97
100
96 94<br>
Snow
98-99
- 97-100 85-98<br>
Blizzard
100
-
- 99-100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +5 to roll<br>
Cloudy - Use Sunny/Clear but
+10 to roll<br>
Overcast - Use Sunny/Clear but +20 to
roll<br>
This reflects the
higher the mountain the higher the chance<br>
of snow (cold)
like conditions.<br>
<br>
Optional - Per
3000 feet the chance of snow increases by<br>
5% and is
cumulative. During winter this chance could<br>
even be
increased. For example a mountain that is 12,400<br>
feet high has a
20% chance of snow at that height already.<br>
Season would
affect this. Summer may mean no snow but<br>
winter would
definitely improve chance of snow. This<br>
decision is up to
the Referee. <br>
<br>
Optional -
Mountains can be dangerous places to roam around<br>
and to reflect
this you can add other effects to the mountain<br>
using the below
chart. Roll D100. <br>
No Surprises 01-59<br>
Cave/Cavern found 60-70<br>
Unexpected Ravine 70-80<br>
Rockslide
81-94<br>
Avalanche
95-99<br>
Earthquake 100<br>
Avalanche in
winter would be a snow avalanche but in summer<br>
it would be
boulders and sand. In spring with the melting<br>
snow it could be
mudslides.<br>
<br>
G) Hills Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-30<br>
Wind Storm 31-40
31-35 31-37 31-40<br>
Fog
41-45 36-37
38-42 41-50<br>
Haze
46-50 38-40
43-45 51-53<br>
Drizzle
51-60 41-53
46-58 54-61<br>
Hail
61-70 54-66
59-70 61-68<br>
Rain
71-82 67-84
71-82 69-77<br>
Storm
83-89 85-96
83-94 78-84<br>
Sleet
90-92 97-98
95-97 85-90<br>
Flood
93-98 99-100 98-99
91-93<br>
Snow
99-100
- 100
93-99<br>
Blizzard
-
-
- 100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +5 to roll<br>
Cloudy - Use Sunny/Clear but
+10 to roll<br>
Overcast - Use Sunny/Clear but +20 to
roll<br>
<br>
Optional - Hills
can be dangerous places to roam around<br>
and to reflect
this you can add other effects to the hills<br>
using the below
chart. Roll D100. <br>
No Surprises 01-59<br>
Cave/Cavern found 60-70<br>
Unexpected Ravine 70-80<br>
Rockslide
81-96<br>
Avalanche
97-99<br>
Earthquake 100<br>
Avalanche in
winter would be a snow avalanche but in summer<br>
it would be
boulders and sand. In spring with the melting<br>
snow it could be
mudslides.<br>
<br>
<br>
H) Swamp Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-30<br>
Fog
31-37 31-33
31-35 31-40<br>
Haze
38-45 34-40
37-40 41-43<br>
Drizzle
46-55 41-50
41-53 44-55<br>
Hail
56-65 51-60
54-65 56-67<br>
Rain
66-75 61-70
66-78 68-85 <br>
Storm
76-84 71-80
79-89 86-91<br>
Sleet
85-89 81-90
90-94 92-99<br>
Flood
90-100 91-100 95-100
99-100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +5 to roll<br>
Cloudy - Use Sunny/Clear but
+10 to roll<br>
Overcast - Use Sunny/Clear but +20 to
roll<br>
<br>
Optional - Swamps
have a diverse terrain and other things<br>
could exist in the
area. Many swamps must be crossed<br>
with a boat. For
every 3 miles of swamp crossed roll<br>
on the table below
(D100). <br>
No Surprises 01-70<br>
Quicksand
71-80<br>
Swamp Gas
81-90<br>
Hot Springs 91-100<br>
<br>
I) Plains Weather<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-30<br>
Fog
31-36 31-33
31-35 31-40<br>
Haze
37-40 34-40
36-40 41-43<br>
Wind Storm 41-45
41-45 41-47 44-50<br>
Dust Storm 46-48
46-50 48-50 51-52<br>
Drizzle
49-60 51-62
59-68 53-61<br>
Hail
61-71 63-74
69-78 62-70<br>
Rain
72-83 75-90
78-87 71-79<br>
Storm
84-95 91-97
88-96 80-84<br>
Sleet
96-97
98 97-98
85-89<br>
Flood
98-99 99-100
99 90-98<br>
Snow
100
- 100
99-100<br>
Blizzard
-
- -<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
Optional: To
reflect position o the plains the following<br>
rules can
apply. For floods - for every hill, waterway<br>
or irrigted area
around the plain hex there Is a increase<br>
of a possible
flood situation. For Snow the chance of<br>
snow increases if
the plains are near mountains. For<br>
Dust Storms the
chance increases if the plains hex is<br>
greater away from
other terrain.<br>
3+ Hexes 2 Hexes 1 Hex <br>
Away Away Away<br>
Flood
- +5%
+10% +20%<br>
Snow - +5%
+10% +20%<br>
Dust - +20%
+10% +5%<br>
Example: A Zen'da
plains hex is 8 hexes away from any other<br>
terrain
source. This gives a bonus of +5% to floods, +5%<br>
to snow and +20%
for dust storms. Another Plain hex is one<br>
hex away from a
Mountain and a Forest hex. This gives<br>
a +0% to flood
(not a waterway type hex or such), a +20% to<br>
snow (due to
mountains) and a +5% chance of dust storms.<br>
<br>
J) Underground Weather<br>
<br>
Basic Weather
conditions do not matter to underground<br>
areas. But
underground systems can have a form of<br>
their own climate
conditions. Per hour in a underground<br>
section a roll
should be made in the following charts.<br>
Seasons only
affect some form of this terrain by their<br>
surrounding
climate of the underground areas.<br>
<br>
Caves and Caverns
are near the entrance to the outside.<br>
Deep Caves would
be over 100 feet away from the<br>
entrance
Mines are man-made structures. <br>
<br>
[For below make a
roll every 5 hours in this area]<br>
Caves, Caverns
- Spring Summer
Fall Winter<br>
Normal
01-30 01-40
01-40 01-30<br>
Fog
31-35 41-45
41-48 31-40<br>
Haze
36-40 46-47
49-50 41-45<br>
Wind Storm 41-56
48-59 51-55 46-55<br>
Rain
57-69 60-79
56-84 56-70<br>
Flood
70-79 80-89
85-89 71-80<br>
Rockslide 80-89
90-94 90-92 81-85<br>
Avalanche 90-94
95-99 93-97 86-89<br>
Snow
95-98
- 98-99 90-97<br>
Blizzard
99
-
- 98-99<br>
Earthquake
100
100 100
100<br>
<br>
[For below make a
roll every 1 hour in this area]<br>
Deep
Caves
- Any
Season<br>
Normal
01-30<br>
Gas
31-38<br>
Cold
39-45<br>
Heat
46-52<br>
Fog
53-59<br>
Breeze
60-67<br>
Flood
68-74<br>
Rockslide
75-79<br>
Avalanche/Cave In
80-84<br>
Tight
Spot
85-92<br>
Unexpected Ravine
93-95<br>
Dead
End
96-98<br>
Earthquake
99-100<br>
<br>
[For below make a
roll every 1 hour in this area]<br>
Mines
-
Any Season<br>
Normal
01-30<br>
Gas
31-40 <br>
Cold
41-53 <br>
Heat
54-64 <br>
Fog
65-67 <br>
Breeze
68-74 <br>
Flood
75-84 <br>
Rockslide
85-89 <br>
Avalanche/Cave In 90-96
<br>
Earthquake
97-100<br>
<br>
Optional Modifiers
- The deeper the underground areas tend<br>
to go the more
chance of a disaster or effect (cold,<br>
heat, gas,
rockslide or cave-in). For every 50 feet<br>
below ground add 1
to the above dice roll.<br>
<br>
Example: A party
escapes a army by entering an abandoned<br>
Dwarf Mine.
It goes down 615 feet deep. They decide<br>
to elude the enemy
by going about 420 feet deep. The<br>
chance of a
problem has now increased by +8%. The<br>
party stays 3
hours in the mine. First hour Referee<br>
rolls 11+8=19
Nothing, Second hour 63+8=71 from deep<br>
down or from the
entrance a Breeze rolls in for some<br>
time and cools the
party down. Finally in the last<br>
hour 44+8=52 a
Cold Wave hits the party from deep<br>
within the cave
climate system. The temperature<br>
decreases by 5-8
degrees in minutes. <br>
<br>
K) Waterways Weather<br>
<br>
This area includes
Rivers, Streams, Small Seas, lagoons,<br>
Ponds, Lakes or
dammed up areas. If the waterway is<br>
significant in
size this chart can be used for weather<br>
otherwise the
nearby terrain could be used. The size<br>
should be up to
the Referee. For example Lake Sivas<br>
is large enough it
could have different weather effects.<br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-30 01-30
01-30 01-30<br>
Fog
31-40 31-36
31-38 31-42<br>
Haze
41-45 37-40
39-40 43-45<br>
Drizzle
46-52 41-60
41-60 46-55<br>
Hail
53-55 61-65
61-63 56-59<br>
Rain
56-70 66-80
64-75 60-70<br>
Storm
71-80 81-90
76-85 71-80<br>
Sleet
81-85 91-93
86-98 81-85<br>
Winds
86-99 94-97
89-98 86-99<br>
Spouts
100 98-100
99-100 100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
Note: Spouts would
not occur on waterways smaller<br>
than a river that
is only a few hundred feet wide.<br>
If a river is wide
enough spouts could occur. If<br>
a stream is used
in the above and spout is rolled<br>
re-roll for a new
effect.<br>
<br>
L) Ocean Weather<br>
<br>
Ocean is full hex
of Ocean. However a small piece<br>
of land (like a
island can occur in the same hex<br>
if need to use
this terrain. The ocean should have<br>
at least 51% of
the hex space. <br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-40 01-30
01-40 01-40<br>
Fog
41-45 31-35
41-45 41-50<br>
Haze
46-49 36-42
46-50 51-53<br>
Drizzle
50-57 43-60
51-58 54-61<br>
Hail
58-65 61-65
59-65 62-69<br>
Rain
66-73 66-74
66-73 70-77<br>
Storm
74-81 75-82
74-81 78-85<br>
Sleet
82-89 83-84
81-88 86-93<br>
Winds
90-96 85-94
89-96 94-97<br>
Spouts
97-99 95-99
97-99 98-99<br>
Whirlpool
100
100 100
100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
M) Tundra/Glacier Weather<br>
<br>
This terrain can
include mountain glaciers and sheets o<br>
Glacier ice as
well as Arctic Tundra regions. <br>
<br>
Sunny/Clear
Spring Summer Fall
Winter<br>
Normal
01-45 01-60
01-45 01-30<br>
Fog
46-48 61-62
46-48 31-32<br>
Drizzle
49-50 63-64
49-50 33 <br>
Hail
51-53
65
51 34<br>
Rain
54-55
66
52 35<br>
Storm
56
67
53 36<br>
Sleet
57-60 68-69
54-56 37<br>
Winds
61-97 70-99
57-97 38<br>
Snow
98-99 100
98-99 39-79<br>
Blizzard
-
- 100
80-100<br>
<br>
Modifiers -<br>
Partly Cloudy - Use Sunny/Clear but +10 to roll<br>
Cloudy - Use Sunny/Clear but
+20 to roll<br>
Overcast - Use Sunny/Clear but +30 to
roll<br>
<br>
N) Volcano Weather<br>
<br>
This includes the
actual Volcano and Volcanic Islands.<br>
This terrain can
actually create its own weather<br>
systems due to the
gases and heat from the volcano.<br>
This roll should
be made every 30 minutes while on<br>
the Volcano
Terrain. <br>
<br>
All
Conditions
All Seasons<br>
Normal
01-30<br>
Fog
31-33<br>
Drizzle
34-40<br>
Hail
41-45<br>
Rain
46-55<br>
Storm
56-70<br>
Gas
71-80<br>
Lava
Ejecta
81-90<br>
Lava
91-93<br>
Earthquake
94<br>
Land
Shift
95-100<br>
<br>
Modifiers -
Modifiers Depend on the level of activity<br>
the volcano is
currently at.<br>
Dormant - +0<br>
Low Activity - +10<br>
High Activity - +20<br>
Active Explosion - +30<br>
Dormant volcanic
mountains may be inactive but may still<br>
have lava
movement, hot springs and steam which can<br>
still create some
weather conditions. Low activity would<br>
include slight
tremors, internal lava movement and gas<br>
ejecta. High
Activity would be same as Low but include<br>
earthquakes, many
tremors and active lava rolling out.<br>
Active Explosion
Volcanic mountains would be where it<br>
actively explodes
steam, gas and lava rocks. <br>
<br>
Note: Temperatures
on a Volcano (especially active ones)<br>
can increase as
much as 30-50 degrees in a matter o<br>
seconds or a few
minutes. Players will have to be<br>
careful while on a
Volcanic area. <br>
<br>
6) Weather & Consequence Explanations<br>
<br>
Avalanche - Avalanches are a more
dangerous form of rockslide.<br>
Whereas rockslides tend
to only do a short distance of the<br>
overall mountain or
cliff a avalanche can cause a chain<br>
reaction to slide
material the entire length of the cliff<br>
or mountain. As
more and more material fall it builds up<br>
in speed and mass.
The same information as rockslide are<br>
used here but more fist
sized, head sized and boulder rocks<br>
tend to fall with
sand. The percentages would be<br>
pebble 10%, fist sized
10%, head sized rocks 20% and<br>
boulders 50% of the
distribution. The referee should roll<br>
3D100 for the number of
material that falls. The same<br>
damage of the stones
apply for Rockslides. There are<br>
two forms of Avalanches
that can occur.<br>
<br>
A dry avalanche is one
where just rocks and boulders<br>
occur which is from a
chain reaction. Earthquakes and<br>
and people can cause
this to happen.<br>
<br>
A wet avalanche tends to
be from mud (see mudslide) or<br>
from snow or ice.<br>
<br>
If a person is in the
path of the avalanche he has little<br>
chance to dodge
it. He must plan his moves carefully or<br>
find shelter. Some
options might be to hide under a cliff<br>
hanging or a boulder in
hopes that boulder doesn't move.<br>
If he can't move out of
the path he will likely be in its<br>
wake and taken with
it. He could also be buried in the<br>
avalanche. Snow
avalanches are more dangerous in trapping<br>
people under the snow
where unless a pocket exists they<br>
will die soon without
help.<br>
<br>
A common cause of
avalanches is also loud noises.<br>
<br>
Terrtain notes - <br>
Badlands -
Avalanches here are always mostly dry and<br>
have more boulders than most terrain.<br>
Mountain/Hills - Dry and Wet Avalanches can occur here.<br>
Underground
- Should see Cave In.<br>
Volcano - A
avalanche here can occur from a shift from<br>
the volcanic dome. Avalanches of this could be<br>
very bad as it could bring gas, lava and dust with it<br>
which is sure death in most cases.<br>
-------------------------------------------------------<br>
<br>
Blizzard - Blizzards are walls of
snow and ice that are intense<br>
and dangerous.
Blizzards can last for hours and can build<br>
up snow as high as 30
feet in some rare situations. For<br>
simplicity the Referee
can roll D10 for the duration in hours<br>
the blizzard
lasts. He can then roll D3 for the amount of<br>
inches of snow that
falls and packs up. The referee can also<br>
use the Glacier spike
spell during the blizzard. The base<br>
chance of 30% is given
for frostbite and adds up each hour<br>
of the duration.
So by 4 hours any person still left out<br>
in the open is going to
have frostbite. Visibility at<br>
best is a full arm's
reach and maybe 5 feet in most blizzard<br>
or white out
conditions. Frostbite depends more on temperature<br>
than snow or even
ice. <br>
<br>
Terrain notes -<br>
Tundra/Glacier - A blizzard in this area lasts usually<br>
an additional D3 hours and adds at least 1 inch of<br>
snow more added to the basic roll above. Also since<br>
temperatures in this region can go well below zero<br>
the frostbite is 40% per hour instead of 30.<br>
<br>
Example: In winter a
hunter finds himself in a wide forest<br>
and a major snow front
approaches from the east. The hunter<br>
has time to react and
seek a cave. But he finds the<br>
blizzard lasts 9 hours
through the night. The snow slowly<br>
builds up
2+2+2+2+2+3+3+1+2=19 feet which is a rare event<br>
in these parts.
Most of it is on the nearby mountain<br>
but now blocks the
entrance to the cave.<br>
<br>
The Referee should use
his judgement on the amount of snow<br>
that falls.
Typically its no more than 6 feet. However<br>
there are some strong
and rare storms that go 7-30 feet<br>
in some cases.
These tend to be once in a hundred year<br>
old storms.<br>
-------------------------------------------------------<br>
<br>
Cloudy - In this condition the sky
is 26-75% full o clouds.<br>
This typically means the
sky may be brewing some storm<br>
or rain
eventually.<br>
-------------------------------------------------------<br>
<br>
Cold - In underground areas a sudden
burst of cold air can<br>
sneak up on
players. At the very least it can lower the<br>
temperature of the
underground area or at the most a Cold<br>
spell effect could be
done by the Referee.<br>
-------------------------------------------------------<br>
<br>
Drizzle - This light precipitation
effect is a mist or<br>
a light drizzle of few
rain drops spread out. Drizzle<br>
does nothing to party
members aside from cooling them down.<br>
Drizzle rains can even
occur when the sun is out and<br>
are short lived only
lasting 1-3 minutes at bast. <br>
-------------------------------------------------------<br>
<br>
Dust Storms - Dust storms are
created by high winds that<br>
pick up the dust and
sand to create dangerous situations<br>
for a party they
encounter. To determine the type of<br>
Dust storm roll on the
table below (Roll D100):<br>
Roll Dust Storm Type
Winds<br>
01-40
Tumbleweed
1-5<br>
41-60 Dust
Devil
10-20<br>
61-80
Whirlwind
21-50<br>
81-90 Sand Storm - Low 51-89<br>
91-100 Sand Storm - High 90+<br>
Wind is the required
wind to form this type o storm. It can<br>
be a constant wind or a
gale short enough to form the dust<br>
storm. An
explanation of each storm is below:<br>
<br>
Tumbleweed - Common in
deserts, badlands and plains this<br>
type of
event is when brush (tumbleweeds) roll by but<br>
no other
effects. No interference by players.<br>
Dust Devil - This is a
baby dust tornado. It is usually<br>
some
material like dust, sand and/or plant material that<br>
swirls
around from the winds and moves ever so slightly.<br>
These tend
only to move only about 30 feet before they<br>
die
down. They last up to 30 turns, They may scratch<br>
the party
and annoy them but only do max of 1 point<br>
of damage to
a person in it (due to sand). The funnel<br>
is as small
as 2 feet to as large as 10 feet.<br>
Whirlwind - This type of
dust storm picks up more sand<br>
from the
ground and forms a vortex of wind that travels<br>
around in
random erratic directions depending on the<br>
wind.
If there is little ground dust or sand then<br>
the default
is EL0 but if there are dunes and plenty<br>
of sand you
can determine the size of the whirlwind below:<br>
Wind EL Duration Distance Damage
Funnel <br>
21-25 0
10 4"
2D6 1"<br>
26-30 1
20 8"
2D6+3 1"<br>
31-35 2
30 12"
2D6+6 1"<br>
36-40 3
40 16"
2D6+9 2"<br>
41-45 4
50 20"
2D6+12 2"<br>
46-50 5
60 24"
2D6+15 2"<br>
This info is
the same as the Whirlwind spell. EL is the<br>
EL or level
of whirlwind. The duration is in turns. The<br>
distance is
per phase and Funnel is how large the funnel<br>
is
(Radius). <br>
Sand Storm - Low - This
storm is a wall of sand that moves<br>
with the
wind. It causes sand blasting typeis effects on<br>
anything it
hits. If no dunes exist then the wall of<br>
sand may be
thin enough to avoid (EL0). To determine<br>
some typical
storms based on the wind then use the table:<br>
Wind EL Duration Distance Damage
Wall <br>
21-60 0
10 4"
1D6+3 1"<br>
61-70 1
20 8"
1D6+6 1"<br>
71-80 2
30 10"
1D6+9 1"<br>
81-89 3
40 12"
1D6+12 2"<br>
The duration
the sand wave lasts in turns. The distance<br>
is how far
from where it picks up to where it lands and<br>
travels. The damage is slightly less than whirlwinds due<br>
to once they
hit a target they move on rather than possibly<br>
standing
there hurting the player. The Wall is how wide<br>
the wall o
sand is in width and height. The Referee is<br>
free to add
Desciation effects if he wishes.<br>
Sand Storm - High - This
storm is the most deadly of the<br>
sand storms
in desert like terrain. These storms ONLY<br>
occur where
sand dunes exist and there is plenty of<br>
sand for the
storm to pickup. If none exist re-roll<br>
the effect
or there is no storm but an attempted one<br>
that
fails. To determine the effect of the storm<br>
use the
formula below. The table assumes a default<br>
speed of 90
mph or higher. <br>
<br>
Duration:
(Wind Speed/10)+1 turns<br>
Distance:
((Wind Speed/10)-9)x5" per phase<br>
Damage
: 3D6+((Wind Speed/10)-9)x3<br>
Wall - Length (Wind Speed/10)"<br>
Height (Wind Speed/10)/2 feet RU<br>
Thickness (Wind Speed/10) feet<br>
Sand
Leftover: (Wind Speed/10)-8 inches.<br>
<br>
Example: The
party of 3 is in a desert of sand dunes and<br>
encounter a
sand storm. The winds are gusting at 110<br>
and cause a
chain reaction in the sand which forms a wall<br>
o
sand. The duration is 12 turns, distance it moves<br>
per phase is
10" per phase (faster than most can run),<br>
if it hits
the characters it will do 3D6+2 points. The<br>
wall of sand
is 11" wide, 5.5 feet high and 11 feet<br>
thick with
sand (which would cover any hex). When the<br>
storm leaves
the hex where the party is it leaves 3 inches<br>
of sand all
over them. <br>
<br>
It is possible to avoid
dust storms if there is plenty of<br>
time to react. But
sand storms are known to occur without<br>
any notice at all.
A Desert Survival roll could be made<br>
to detect the conditions
for such storms to avoid them.<br>
<br>
Terrain Notes -<br>
Desert -
This terrain has all the above forms of storms<br>
commonly but if no dunes this limits the Sand Storms<br>
to Low only at best. A Dune Sea is prone to many<br>
sand storms each day. The wind from nearby mountains<br>
or water bodies can pick up and coast over the dunes<br>
and increase in intensity.<br>
Badlands -
This terrain typically has all but the High<br>
Sand storms. Because this terrain has ridges, cliffs<br>
and other obstructions storms can be stopped once<br>
they hit these obstacles.<br>
Plains -
Plains get all but the high sand storms even<br>
when winds gust over 90. The worst plains can get<br>
in dust storms is a Dust Bowl like effect where the<br>
topsoil is destroyed and flies for miles and miles<br>
by the wind like the Dust Bowl of the America in the '30s.<br>
-------------------------------------------------------<br>
<br>
Earthquake - Earthquakes are
movements of earth that are rare<br>
most of the time.
The Referee can use the Scale that already<br>
exists or come up with
his own system. For simplicity the<br>
Referee can roll for
localized earthquakes by using a D20<br>
for the EL and use the
Earthquake spell. Most of the time<br>
however most quakes are
just tremors that do little or<br>
no damage. <br>
-------------------------------------------------------<br>
<br>
Fire - This is fire from lightning
or some other source.<br>
Fire is typically found
in Jungle and Forest more than<br>
other terrains.
Depending on the size of the fire the<br>
player can likely see a
fire in the distance from the<br>
light or smoke.
There are many factors that drive<br>
fire including material
(trees, grass) for the consumption<br>
of fire, wind and
rain. They are too complicated to<br>
put into rules here so a
GM should determine the level<br>
of fire and how it
spreads. A good rule of thumb is<br>
to maybe use a D20 as a
EL and use the combustion spell<br>
as a general rule of
thumb. Keep in mind fire can kill<br>
players not only from
the fire but the smoke as well.<br>
<br>
Terrain Notes -<br>
Jungle/Forest - These two terrains can have large and<br>
vast forest fires that
spread over miles quickly. If<br>
a party is caught in a
forest or jungle fire they could<br>
be trapped.<br>
Underground - Fire could occur here but tends to<br>
be from gas, human error
or volcanic situations.<br>
Volcano - Fire is obvious here.<br>
-------------------------------------------------------<br>
<br>
Continued...<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
<div>ICQ: 24436933</div>
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